Many things were done in order to reach M1, besides some tweaks on the maps and the scenario data itself (NPCs stats, dialogs), here’s a list of changes on the engine.
- Add trigger to set enemies hostile, make waitCommand intent work
- Make “bye” be the default keyword
- Scale viewport to fit available space and center horizontally
- Only show messages in combat mode
- Remove party member when dead
- Fix issue with Cancelled flows
- Prevent party members from initiating attacks
- Prevent far away mobs from acting, except if they have been hit
- Start combat mode whenever a mob attack happens, regardless if its a party member
- Activate mobs in batch after the player has been added
- Block action while targetting for Attack command
- Handle “targetting” state transition to prevent UI conflicts
- Update interaction type label when combat ends
- Reset state correctly after getting an item
- Make friendly mobs (not party members) attack enemies in combat
- Don’t consider neutral mobs as a treat
- Add “wander” intent by default
- Transport party members to new map
- Chain trigger actions using promises
I tried to get the packaging system to work for this version (in order to create native executables), but sadly NW.js doesn’t seem to be on a usable state now (at least not for Mac). So this will be delayed to M2 where I’m most likely to look into ElectronJS for this.
You can check a working scenario using version 0.3 of the engine here! All bug reports are welcome, initially via comments on this post (until we have a working web forum)
Of course, the gitlab repository has been updated for backers to play around with this, ask in the Discord channel for guidance if you want to use it to start creating your games.